[功能]=======英雄合成,英雄置换修改提交

dev_chengFeng
wangzhenxing 2022-03-31 09:51:10 +08:00
parent e22b5f3040
commit 3e625b9fd0
4 changed files with 9 additions and 7 deletions

View File

@ -17,7 +17,7 @@ function this:InitComponent(gameObject)
for i = 1, 4 do for i = 1, 4 do
needHeros[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/needHero" .. i) needHeros[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/titleGo/needHero" .. i)
end end
for i = 1, 5 do for i = 1, 6 do
tabs[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/Btn" .. i) tabs[i] = Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/grid/Btn" .. i)
end end
this.selectBtn=Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/selectBtn") this.selectBtn=Util.GetGameObject(gameObject, "CompoundHeroPanel_Compound/Tabs/selectBtn")

View File

@ -189,7 +189,8 @@ function this.GetHeroDataByPosition(_position)
local heros = {} local heros = {}
local index = 1 local index = 1
for i, v in pairs(HeroManager.ByReplaceHeroGetAllHeros()) do for i, v in pairs(HeroManager.ByReplaceHeroGetAllHeros()) do
if v.changeProId == _position or _position == 0 then --0 全职业 --这里不显示神系的武将
if v.heroConfig.PropertyName == _position or (_position ==0 and v.heroConfig.PropertyName~=5 ) then --0 全职业
heros[index] = v heros[index] = v
index = index + 1 index = index + 1
end end

View File

@ -250,7 +250,7 @@ function FindTreasureDispatchPanel:OnShowCardData(go,heroData,type)
Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv Util.GetGameObject(go.transform, "lv/Text"):GetComponent("Text").text = heroData.lv
Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(heroData.icon) Util.GetGameObject(go.transform, "icon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(heroData.icon)
-- Util.GetGameObject(go.transform, "posIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(heroData.professionIcon) -- Util.GetGameObject(go.transform, "posIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(heroData.professionIcon)
Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.heroConfig.PropertyName)) Util.GetGameObject(go.transform, "proIcon"):GetComponent("Image").sprite = self.spLoader:LoadSprite(GetProStrImageByProNum(heroData.changeProId))
--Util.GetGameObject(go.transform, "heroStage"):GetComponent("Image").sprite = self.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage]) --Util.GetGameObject(go.transform, "heroStage"):GetComponent("Image").sprite = self.spLoader:LoadSprite(HeroStageSprite[heroData.heroConfig.HeroStage])
-- Util.GetGameObject(go.transform, "heroStage"):SetActive(false) -- Util.GetGameObject(go.transform, "heroStage"):SetActive(false)
Util.GetGameObject(go.transform, "posIcon"):SetActive(false) Util.GetGameObject(go.transform, "posIcon"):SetActive(false)
@ -387,7 +387,7 @@ function FindTreasureDispatchPanel:AutoSelectHero()
end end
elseif conFigData.Condition[k][1] == FindTreasureNeedType.Pro then elseif conFigData.Condition[k][1] == FindTreasureNeedType.Pro then
for j, v in pairs(curSelectHeroList) do for j, v in pairs(curSelectHeroList) do
if v.heroConfig.PropertyName == conFigData.Condition[k][2] then if v.changeProId == conFigData.Condition[k][2] then
conditionTabs[k] = 1 conditionTabs[k] = 1
end end
end end
@ -429,7 +429,7 @@ function FindTreasureDispatchPanel:AutoSelectHeroId(conditionSingleHeros,num)
feheNeedNum = feheNeedNum + 1 feheNeedNum = feheNeedNum + 1
end end
elseif conFigData.Condition[j][1] == FindTreasureNeedType.Pro then elseif conFigData.Condition[j][1] == FindTreasureNeedType.Pro then
if conditionSingleHeros[i].heroConfig.PropertyName == conFigData.Condition[j][2] then if conditionSingleHeros[i].changeProId == conFigData.Condition[j][2] then
feheNeedNum = feheNeedNum + 1 feheNeedNum = feheNeedNum + 1
end end
end end
@ -473,7 +473,7 @@ function FindTreasureDispatchPanel:DetectionSelectHeros()
end end
elseif conFigData.Condition[i][1] == FindTreasureNeedType.Pro then elseif conFigData.Condition[i][1] == FindTreasureNeedType.Pro then
for j, v in pairs(curSelectHeroList) do for j, v in pairs(curSelectHeroList) do
if v.heroConfig.PropertyName == conFigData.Condition[i][2] then if v.changeProId == conFigData.Condition[i][2] then
conditionTabs[i] = 1 conditionTabs[i] = 1
end end
end end
@ -492,7 +492,7 @@ function FindTreasureDispatchPanel:GetConditionHeros()
table.insert(curConditionHeros,v) table.insert(curConditionHeros,v)
end end
elseif conFigData.Condition[i][1] == FindTreasureNeedType.Pro then elseif conFigData.Condition[i][1] == FindTreasureNeedType.Pro then
if v.heroConfig.PropertyName == conFigData.Condition[i][2] then if v.changeProId == conFigData.Condition[i][2] then
table.insert(curConditionHeros,v) table.insert(curConditionHeros,v)
end end
end end

View File

@ -126,6 +126,7 @@ end
function RewardGemSingleShowPopup:OnShow() function RewardGemSingleShowPopup:OnShow()
Log("itemSid"..tostring(itemSid)) Log("itemSid"..tostring(itemSid))
this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name)) this.itemName.text = GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name))
LogError(GetStringByEquipQua(itemConfigData.Quantity, GetLanguageStrById(itemConfigData.Name)))
this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemConfigData.Quantity) this.topBar:GetComponent("Image").sprite = self.spLoader:LoadSprite("t_tongyong_di_"..itemConfigData.Quantity)
this.howGet:SetActive(false) this.howGet:SetActive(false)
this.scroll:SetActive(false) this.scroll:SetActive(false)